To Hell and Back: Solo - Aggression

Card draw simulator

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Derived from
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Inspiration for
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Remedy · 3661

Hulk - Aggression in solo play suffers from some key core weaknesses that make it extremely challenging to overcome.

  1. Threat removal within aggression is either very reactionary and relies on RNG of the draw or every expensive in the form of 3-4 cost allies.

  2. Basic Threat removal is not as efficient and does not adequately address relevant threats such as schemes in Klaw and Rhino which start with 3 threat.

  3. A game plan around dealing more damage gets significantly hindered in a world without pierce due to Guard and tough status effects. Stun also is a very large disruption to pace of play.

  4. Hulk has no in built resource engines and so is reliant on either resource cards (which provide less opportunities turn to turn to have playable cards) or ramp cards like mansion, helicarrier, quincarrier and the enhanced cards which can all be really challenging to get down into play while still addressing the board state.

  5. No signature ally means you are relying on the broader card pool for appropriate threat management.

So this list we attempt to gain some leverage over these weaknesses via the following methods.

  1. Threat Removal is focused on the most efficient allies possible alongside x3 You'll pay for that for a higher degree of consistency (though still variable).

  2. Drop Kick with enhanced physique or a helicarrier discount goes a long way towards finding opportunities to play more than 1 card per turn.

  3. Enhanced physique are used over power of aggression to find more long term solutions to resource deficits and help pay with the appropriate kicker.

  4. Jarnbjorn helps ping off tough or edge closer towards victory while also thinning your deck one card.

After all these things combined you can still have fun, winning or losing with him. The puzzle is engaging but the card pool feels a little bit lacking to really make it shine. I haven't had as much success beyond Rhino and Mutagen but I'm enjoying the journey.

Update #1: Still testing this into Klaw (Masters of Evil) - Expert with some extremely close games. I've switched combat training out for Hall of Heroes to offer one additional ramp alternative to more success than failures in terms of value over the game.

4 comments

Aug 12, 2020 StarterSET · 149

Great job, I'll try it tonight! but how come you have not ADD "to the Rescue"?

Aug 12, 2020 Remedy · 3661

It's definitely worth considering. I had x3 of 'To The Rescue' in this deck at one stage. It felt ok but wasn't leading to an increased chance of victory vs Klaw than this version. Often 2 threat isn't enough to clear a side scheme so you may as well spend time getting down the 1 THW allies and then dropping a follow up 2 THW ally or use sub-orbital leap to clear them.

I also wanted to define the deck less by basic cards (like the protection deck) and see if using the tools of the aspect could result in a degree of success.

Ultimately while I've lost a lot of games into Klaw I still find this fun and engaging to play so I want to keep working on it. In multiplayer I'd hope this sort of build could be further focused on attacks and less on THW but this is a solo build thus a higher emphasis on that part of the game.

Aug 13, 2020 celric · 428

Combat Training seems like the weak link to me.

I'd certainly rather have a Get Over Here! for the free Stun clear or Tenacity for exhaust/stun clear, a 3rd Relentless Assault or even 1x The Power of Aggression seems like a good value.

Good Luck in the tweaking!

Aug 14, 2020 DOHK1014 · 15

Great deck! Going to try out Protection first but I will give this a try later. My first few games with the pre-con deck were fun but I really felt like I would only win with luck (I never beat expert Rhino). Taking down Rhino stage 2 in turn one was a lot of fun though.